• Phineaz@feddit.org
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    2 days ago

    That’s … actually a pretty good pitch. I think I would also split the character in combat to avoid having one player be idle for several hours or even sessions in case a very long boss fight happens.

    • MyTurtleSwimsUpsideDown@fedia.io
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      2 days ago

      Agreed, give a chance to flip at the beginning of every turn, since that’s when reactions and a lot of 1-turn effects end.

      Also, to further reduce the chance of one player holding the character too long and to add a little fun tension: instead of a coin flip, in order to take over, the player not presenting makes an unmodified DC10 check that decreases by 1 with every failure and resets on a success.

      • JackbyDev@programming.dev
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        21 hours ago

        Also, to further reduce the chance of one player holding the character too long

        If two players want to copilot a character that shit is on them to figure out. If they’re disagreeing often enough about who should pilot when then it’s gonna be a drag and shouldn’t be done.

      • piranhaconda@mander.xyz
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        2 days ago

        Also makes sense that in higher stress situations like combat, they’d be fighting for control more frequently than when they’re chilling in camp.

        • Manjushri@piefed.social
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          2 days ago

          Might be fun to add a check to it. Maybe something akin to a concentration check that they have to roll when they take damage to hold on to their connection to their patron. Failure means they flip.